/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2006 Torus Knot Software Ltd
Also see acknowledgements in Readme.html

This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.

This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.

You may alternatively use this source under the terms of a specific version of
the OGRE Unrestricted License provided you have obtained such a license from
Torus Knot Software Ltd.
-----------------------------------------------------------------------------
OctreeZone.h  -  Portal Connected Zone (OctreeZone) header file.

OctreeZones are a type of PCZone.  Octree Zones partition their space into
Octants.  For details on Zones in general, see PCZone.h/cpp.
-----------------------------------------------------------------------------
begin                : Mon Apr 16 2007
author               : Eric Cha
email                : ericc@xenopi.com
Code Style Update	 :
-----------------------------------------------------------------------------
*/

#ifndef OCTREEZONE_H
#define OCTREEZONE_H

#include "OgreOctreeZonePrerequisites.h"
#include "OgrePCZone.h"
#include "OgrePCZoneFactory.h"
#include "OgreOctreeZoneOctree.h"

namespace Ogre
{
    /** Octree version of PCZone 
    @remarks
    */
	class OctreeZoneData;

	class _OgreOctreeZonePluginExport OctreeZone : public PCZone
    {
    public:
        OctreeZone( PCZSceneManager *, const String& );
        virtual ~OctreeZone();

		/** Set the enclosure node for this OctreeZone
		*/
		virtual void setEnclosureNode(PCZSceneNode *);

        /** Adds an SceneNode to this OctreeZone.
        @remarks
        The PCZSceneManager calls this function to add a node
        to the zone.  
        */
        virtual void _addNode( PCZSceneNode * );

        /** Removes all references to a SceneNode from this Zone.
        */
        virtual void removeNode( PCZSceneNode * );

		/** Remove all nodes from the node reference list and clear it
		*/
		virtual void _clearNodeLists(short nodeListTypes);

		/** Indicates whether or not this zone requires zone-specific data for 
		 *  each scene node
		 */
		virtual bool requiresZoneSpecificNodeData(void);

		/** create zone specific data for a node
		*/
		virtual void createNodeZoneData(PCZSceneNode *);

		/* Add a portal to the zone
		*/
		virtual void _addPortal( Portal * );

		/* Remove a portal from the zone
		*/
		virtual void _removePortal( Portal * );

		/** (recursive) check the given node against all portals in the zone
		*/
		virtual void _checkNodeAgainstPortals(PCZSceneNode *, Portal * );

        /** (recursive) check the given light against all portals in the zone
        */
        virtual void _checkLightAgainstPortals(PCZLight *, 
                                               long, 
                                               PCZFrustum *,
                                               Portal*);

		/** Update the spatial data for the portals in the zone
		*/
		virtual void updatePortalsSpatially(void);

		/* Update the zone data for each portal 
		*/
		virtual void updatePortalsZoneData(void);

		/* Update a node's home zone */
		virtual PCZone * updateNodeHomeZone(PCZSceneNode * pczsn, bool allowBackTouces);

        /** Find and add visible objects to the render queue.
        @remarks
        Starts with objects in the zone and proceeds through visible portals   
        This is a recursive call (the main call should be to _findVisibleObjects)
        */
        virtual void findVisibleNodes(PCZCamera *, 
									  NodeList & visibleNodeList,
									  RenderQueue * queue,
									  VisibleObjectsBoundsInfo* visibleBounds, 
									  bool onlyShadowCasters,
									  bool displayNodes,
									  bool showBoundingBoxes);

		/* Functions for finding Nodes that intersect various shapes */
		virtual void _findNodes(const AxisAlignedBox &t, 
						        PCZSceneNodeList &list,
                                PortalList &visitedPortals,
						        bool includeVisitors,
						        bool recurseThruPortals,
						        PCZSceneNode *exclude);
	    virtual void _findNodes(const Sphere &t, 
						        PCZSceneNodeList &list, 
                                PortalList &visitedPortals,
						        bool includeVisitors,
						        bool recurseThruPortals,
						        PCZSceneNode *exclude );
	    virtual void _findNodes(const PlaneBoundedVolume &t, 
						        PCZSceneNodeList &list, 
                                PortalList &visitedPortals,
						        bool includeVisitors,
						        bool recurseThruPortals,
						        PCZSceneNode *exclude );
	    virtual void _findNodes(const Ray &t, 
						        PCZSceneNodeList &list, 
                                PortalList &visitedPortals,
						        bool includeVisitors,
						        bool recurseThruPortals,
						        PCZSceneNode *exclude );

		/** Sets the given option for the Zone
				@remarks
			Options are:
			"Size", AxisAlignedBox *;
			"Depth", int *;
			"ShowOctree", bool *;
		*/
		virtual bool setOption( const String &, const void * );

		/** called when the scene manager creates a camera because
		    some zone managers (like TerrainZone) need the camera info.
		*/
		virtual void notifyCameraCreated( Camera* c );

		/* called by PCZSM during setWorldGeometryRenderQueue() */
		virtual void notifyWorldGeometryRenderQueue(uint8 qid);

		/* Called when a _renderScene is called in the SceneManager */
		virtual void notifyBeginRenderScene(void);

		/* called by PCZSM during setZoneGeometry() */
		virtual void setZoneGeometry(const String &filename, PCZSceneNode * parentNode);

		/* get the world coordinate aabb of the zone */
		virtual void getAABB(AxisAlignedBox &);

		// Init function carried over from OctreeSceneManager
		void init(AxisAlignedBox &box, int depth);
		/** Resizes the octree to the given size */
		void resize( const AxisAlignedBox &box );
		/** Checks the given OctreeNode, and determines if it needs to be moved
		* to a different octant.
		*/
		void updateNodeOctant( OctreeZoneData * zoneData );
		/** Removes the node from the octree it is in */
		void removeNodeFromOctree( PCZSceneNode * );
		/** Adds the Octree Node, starting at the given octree, and recursing at max to the specified depth.
		*/
		void addNodeToOctree( PCZSceneNode *, Octree *octree, int depth = 0 );


	protected:
		/** Walks through the octree, adding any visible objects to the render queue.
		@remarks
		If any octant in the octree if completely within the view frustum,
		all subchildren are automatically added with no visibility tests.
		*/
		void walkOctree( PCZCamera *, 
  					     NodeList &,
						 RenderQueue *, 
						 Octree *, 
                         VisibleObjectsBoundsInfo* visibleBounds, 
						 bool foundvisible, 
						 bool onlyShadowCasters,
						 bool displayNodes,
						 bool showBoundingBoxes);

	protected:
		/// The root octree
		Octree *mOctree;
		/// Max depth for the tree
		int mMaxDepth;
		/// Size of the octree
		AxisAlignedBox mBox;

		bool mLoose;
		
    };

	class _OgreOctreeZonePluginExport OctreeZoneData : public ZoneData
	{
	public:
		/** Standard Constructor */
		OctreeZoneData(PCZSceneNode *, PCZone * );
		/** Standard destructor */
		~OctreeZoneData();
		/** Update data */
		void update(void);

		/** Returns the Octree in which this OctreeNode resides
		*/
		Octree * getOctant()
		{
			return mOctant;
		};
		/** Sets the Octree in which this OctreeNode resides
		*/
		void setOctant( Octree *o )
		{
			mOctant = o;
		};
		bool _isIn( AxisAlignedBox &box );

	public:
		///Octree this node is attached to.
		Octree *		mOctant;
		// octree-specific world bounding box (only includes attached objects, not children)
		AxisAlignedBox	mOctreeWorldAABB;
	};

    /// Factory for OctreeZone
    class OctreeZoneFactory : public PCZoneFactory
    {
	public:
		OctreeZoneFactory();
		virtual ~OctreeZoneFactory();

		bool supportsPCZoneType(const String& zoneType);
		PCZone* createPCZone(PCZSceneManager * pczsm, const String& zoneName);
    };

}

#endif


